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@@ -44,10 +44,10 @@ SpriteParticleRenderer(Texture *tex) :
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_color(Colorf(1.0f, 1.0f, 1.0f, 1.0f)),
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_color(Colorf(1.0f, 1.0f, 1.0f, 1.0f)),
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_height(1.0f),
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_height(1.0f),
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_width(1.0f),
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_width(1.0f),
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- _initial_x_scale(0.02f),
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- _final_x_scale(0.02f),
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- _initial_y_scale(0.02f),
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- _final_y_scale(0.02f),
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+ _initial_x_scale(1.0f),
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+ _final_x_scale(1.0f),
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+ _initial_y_scale(1.0f),
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+ _final_y_scale(1.0f),
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_theta(0.0f),
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_theta(0.0f),
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_base_y_scale(1.0f),
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_base_y_scale(1.0f),
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_aspect_ratio(1.0f),
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_aspect_ratio(1.0f),
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@@ -327,20 +327,11 @@ add_from_node(const NodePath &node_path, bool size_from_texels, bool resize) {
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} else {
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} else {
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const LVecBase2f &uv = texcoord.get_data2f();
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const LVecBase2f &uv = texcoord.get_data2f();
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- /*
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+
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min_uv[0] = min(min_uv[0], uv[0]);
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min_uv[0] = min(min_uv[0], uv[0]);
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max_uv[0] = max(max_uv[0], uv[0]);
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max_uv[0] = max(max_uv[0], uv[0]);
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min_uv[1] = min(min_uv[1], uv[1]);
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min_uv[1] = min(min_uv[1], uv[1]);
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max_uv[1] = max(max_uv[1], uv[1]);
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max_uv[1] = max(max_uv[1], uv[1]);
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- */
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-
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- // For some reason sprite particles are rendering flipped in the horizontal direction.
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- // This is a hack to fix it for now.
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- min_uv[0] = max(min_uv[0], uv[0]);
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- max_uv[0] = min(max_uv[0], uv[0]);
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- min_uv[1] = min(min_uv[1], uv[1]);
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- max_uv[1] = max(max_uv[1], uv[1]);
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-
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}
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}
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}
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}
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}
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}
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@@ -527,8 +518,8 @@ init_geoms() {
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// Build a transform to convert the texture coordinates to the
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// Build a transform to convert the texture coordinates to the
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// ll, ur space.
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// ll, ur space.
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- LPoint2f ul(anim->get_ur(j)[0], anim->get_ur(j)[1]);
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- LPoint2f lr(anim->get_ll(j)[0], anim->get_ll(j)[1]);
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+ LPoint2f ul(anim->get_ll(j)[0], anim->get_ur(j)[1]);
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+ LPoint2f lr(anim->get_ur(j)[0], anim->get_ll(j)[1]);
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LVector2f sc = lr - ul;
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LVector2f sc = lr - ul;
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CPT(TransformState) ts = TransformState::make_pos_rotate_scale2d(ul, 0.0f, sc);
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CPT(TransformState) ts = TransformState::make_pos_rotate_scale2d(ul, 0.0f, sc);
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@@ -610,7 +601,6 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
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for (j = 0; j < _anim_size[i]; ++j) {
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for (j = 0; j < _anim_size[i]; ++j) {
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// Set the particle per frame counts to 0.
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// Set the particle per frame counts to 0.
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memset(_ttl_count[i], 0, _anim_size[i]*sizeof(int));
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memset(_ttl_count[i], 0, _anim_size[i]*sizeof(int));
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-
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_sprite_writer[i][j].vertex = GeomVertexWriter(_vdata[i][j], InternalName::get_vertex());
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_sprite_writer[i][j].vertex = GeomVertexWriter(_vdata[i][j], InternalName::get_vertex());
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_sprite_writer[i][j].color = GeomVertexWriter(_vdata[i][j], InternalName::get_color());
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_sprite_writer[i][j].color = GeomVertexWriter(_vdata[i][j], InternalName::get_color());
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_sprite_writer[i][j].rotate = GeomVertexWriter(_vdata[i][j], InternalName::get_rotate());
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_sprite_writer[i][j].rotate = GeomVertexWriter(_vdata[i][j], InternalName::get_rotate());
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@@ -655,6 +645,8 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
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float t = cur_particle->get_parameterized_age();
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float t = cur_particle->get_parameterized_age();
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int anim_index = cur_particle->get_index();
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int anim_index = cur_particle->get_index();
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+ // If an animation has been removed, we need to reassign
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+ // those particles assigned to the removed animation.
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if(_animation_removed && (anim_index >= anim_count)) {
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if(_animation_removed && (anim_index >= anim_count)) {
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anim_index = int(NORMALIZED_RAND()*anim_count);
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anim_index = int(NORMALIZED_RAND()*anim_count);
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anim_index = anim_index<anim_count?anim_index:anim_index-1;
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anim_index = anim_index<anim_count?anim_index:anim_index-1;
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@@ -678,7 +670,7 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
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// Calculate the color
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// Calculate the color
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// This is where we'll want to give the renderer the new color
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// This is where we'll want to give the renderer the new color
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- Colorf c = _color_interpolation_manager->generateColor(t);
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+ Colorf c = _color_interpolation_manager->generateColor(t);
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int alphamode=get_alpha_mode();
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int alphamode=get_alpha_mode();
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if (alphamode != PR_ALPHA_NONE) {
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if (alphamode != PR_ALPHA_NONE) {
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@@ -738,7 +730,7 @@ render(pvector< PT(PhysicsObject) >& po_vector, int ttl_particles) {
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int n = 0;
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int n = 0;
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GeomNode *render_node = get_render_node();
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GeomNode *render_node = get_render_node();
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-
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+
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for (i = 0; i < anim_count; ++i) {
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for (i = 0; i < anim_count; ++i) {
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for (j = 0; j < _anim_size[i]; ++j) {
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for (j = 0; j < _anim_size[i]; ++j) {
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_sprites[i][j]->clear_vertices();
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_sprites[i][j]->clear_vertices();
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